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Balancing tool

a tool and balance technology, applied in the field of balance tools, can solve the problem that the pay-off matrix does not provide direct hints, and achieve the effect of largely automating the balance process for games

Inactive Publication Date: 2013-04-23
IOPENER MEDIA
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

This approach allows for a more efficient and reproducible balancing process, ensuring that all game elements are equally viable, thus providing a fair and balanced gaming experience without the need for extensive manual trial and error.

Problems solved by technology

As in the case of game metrics, pay-off matrices do not provide direct hints at which game parameters need to be adjusted or, even more important, of how to tweak these parameters.
This is again a matter of manual trial and error techniques.

Method used

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Examples

Experimental program
Comparison scheme
Effect test

Embodiment Construction

6. Examples

6.1 Rank Approximation

[0115]If no information on the rank of game elements is given in the specifications of the game, rank needs to be approximated.

[0116]This is demonstrated in a real-time-strategy (RTS) scenario. Typical RTS games contain actors, upgrades, technologies and resources, as well. As a first step, a rather general actor kind partition for RTS games is defined:[0117]a) Battle participants: actors participating in confrontations with other actors.[0118]b) Battle participant builder: actors producing battle participants.[0119]c) Resource collectors: actors extracting resources from the (virtual) environment (i.e. needing no input resources, i.e. sources in the Production DAG).[0120]d) Resource converters: actors converting resources (i.e. interior nodes in the Production DAG).[0121]e) Storage facilities: actors capable of storing resources.[0122]f) Construction units: actors constructing battle participant builders, resource collectors, resource converters and...

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PUM

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Abstract

The invention provides for balancing a computer game, in which players can choose between different options for a plurality of actors within the game. The actors are described by parameter vectors defining characteristics of each actor. The cost of each actor is calculated, wherein the cost of an actor characterizes the amount of resources needed to obtain the actor. Also, the rank of each actor is defined, wherein the rank of an actor characterizes a usefulness or a value of the actor. The parameters of the actors are modified until the rank and the cost of the actors are proportional for each actor, wherein the constant of proportionality is the same for all actors. Thus, the various options become approximately equally successful and the computer game is balanced.

Description

BACKGROUND OF THE INVENTION[0001]The invention deals with computer simulations or computer games (in the following called games).FIELD OF THE INVENTION[0002]In the area of games, more and more emphasis is put to the balancing of the game. The balance of the game is a concept in game design describing balance of power or fairness in a game between different player and non-player characters, strategic options etc.[0003]Games that give players the choice between several, significantly different options (e.g. different armies and technologies in real-time-strategy games, different fighters with diverse fighting skills in fighting games, various character classes in role-playing games etc.) will be considered balanced, if the various options—despite their qualitative differences—are approximately equally viable and successful. In a suitably balanced game, players would opt based on their personal playing style, preferences and skills, rather than on inherent advantages in the available o...

Claims

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Application Information

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Patent Type & Authority Patents(United States)
IPC IPC(8): A63F9/24
CPCA63F13/00A63F13/10A63F2300/60A63F2300/6009A63F2300/65A63F2300/807A63F13/45A63F13/47A63F13/798
Inventor KEMMERLING, STEPHEN
Owner IOPENER MEDIA
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